Friday, April 24, 2015

Biomancers

My
wizards belong to specific schools. They can still learn any spell,
but their school gives them some unique twists. They begin with 2
random spells from their chosen school, and they can combine any two
scrolls to make a scroll containing a random spell from their school,
or a random unlearned spell from their school.

Each
school of wizardry has a perk and a drawback.

Each
school of wizardry has a few cantrips. These are minor, non-combat
spells that the wizard can use at will.

Each
school of wizardry has a legendary spell (or spells) that they all
quest for. Their personal holy grail, so to speak. These spells
will not be learned automatically, but only at the end of a quest or
particular dungeon.

Biomancer

Perk

When
you drink a potion, you gain the effects as normal. Then, you have a
50% chance to be able to recycle the potion, and will excrete the
potion through whatever orifice you prefer, good as new. You have 10
minutes to excrete the potion.

Drawback

Whenever
you receive magical healing, you have a 1-in-6 chance to gain a
mutation. The regeneration spell doesn't trigger this.

Cantrips

Put slight muscles in a plant for a few
minutes. This doesn't let them uproot themselves or make attacks.
Most plants will use this opportunity to wiggle happily or reach
toward the sun.

Temporary, cosmetic changes to animals,
such as changing the color or shape of a body part. This has no
mechanical effect, and lasts a couple of hours. Each creature can only have one such cosmetic change.

If you wish, your appearance will no
longer age. Once you activate this, you will always look
the same age.

Spell
List

Acid
Arrow

Alter
Self

Animate
Potion

Extract
Venom

Hide
From Ooze

Infantilize

Monsterize

Mutate

Regeneration

Spider
Climb

Legendary
Spell: Control Ooze

Acid
Arrow

R:
50' T: creature D: 0 rnd

Target
takes 1d6 damage. Unless they spend a turn washing it off, they take
another 1d4 damage over the next 2 turns. Boost: +2d6 initial damage,
+2d4 damage on subsequent rounds.

Animate
Potion

R:
touch T:
potion
or liquid D:
2
hr

You
turn a potion into an obedient homunculus (HD 0). It is tiny (1'
tall) and feeble (Str 1), but it can go where you direct and even
bring you small items, such as keys. The potion can be delivered by
touch or by “drinking” the homunculus. Despite the name, this
spell works on any liquid except water.

Extract
Venom

R:
touch T:
creature D:
0

You
pierce a creature with a sharp object and draw all of the venom out,
which then pools in your hand or a vial. If you use this to remove
the poison from a poisoned creature, that creature gets a new save
with a +4 bonus (but this spell doesn't automatically cure them).
You can also use this to draw all of the poison out of a venomous
creature. Unwilling venomous creatures get a save. Note that this
spell doesn't work on all poisons, just venoms (organic, mechanically
delivered poisons, usually from things with fangs or stingers). Most biomancers keep on of their fingernails razor sharp for this purpose.

Infantilize

R:
touch T: creature D: 10 min

Target
saves or becomes an adorable child version of itself. Creatures lose
1 HD (-4 max HP, -1 to hit, -1 to save). Player characters have
their Strength dropped to 5 (unless it was already lower). The
target is now so adorable that all who see it must make a save the
first time they try to harm it. If they fail this save, they
hesitate, wasting their action.

Monsterize

R:
touch T: creature D: 10 min

Target
saves or becomes a horrible monster version of itself. Monsters get
+1 HD (+4 max HP, +1 to hit, +1 to save). Player characters have
their Strength raised to 15 (unless it was already higher). The
target also flies into a rage, and becomes incapable of tactics,
kindness, or retreat, even if urged by friends.

Mutate

R:
touch T:
creature D: permanent

Target
saves or gains a random mutation. If the creature chooses to fail
its save, roll two random mutations, and the caster chooses which one
is gained.

Regeneration

R:
touch T:
creature D: 2
hr

Target
regenerates 1 HP every 10 minutes. If a unicorn horn or green troll
heart is consumed during the casting, the recipient also regrows all
missing limbs and body parts.